Space Engineers

Space Engineers

Whip's Missile Status Script (for WHAM)
 This topic has been pinned, so it's probably important
Whiplash141  [developer] 14 Nov, 2020 @ 7:36pm
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Showing 1-15 of 31 comments
pro100tv 14 Nov, 2020 @ 9:47pm 
Haven't tested it yet but I have suggestion - is it possible to add third color for the missile when it gets "pitbull"(catch it's own lock).

I miss that function in LAMP and I think over here it would match perfectly.
Whiplash141  [developer] 15 Nov, 2020 @ 12:27am 
Originally posted by pro100tv:
Haven't tested it yet but I have suggestion - is it possible to add third color for the missile when it gets "pitbull"(catch it's own lock).

I miss that function in LAMP and I think over here it would match perfectly.
Nope. The status simply supports present or not present. That functionality would require me to create some antenna networking code and it would also lead to undefined behavior when one reloads missiles.
Last edited by Whiplash141; 15 Nov, 2020 @ 12:31am
pro100tv 20 Nov, 2020 @ 8:54am 
I've found a problem with the script.
After firing rotor mounted missiles it still shows that they are attached.
Rotors on which the missiles are mounted are named for example (Missile 11) Rotor 11 rotor. May that be an issue?
Whiplash141  [developer] 20 Nov, 2020 @ 11:20am 
Originally posted by pro100tv:
I've found a problem with the script.
After firing rotor mounted missiles it still shows that they are attached.
Rotors on which the missiles are mounted are named for example (Missile 11) Rotor 11 rotor. May that be an issue?
If you have blocks in the missile group that stay on the ship, that will occur. I can push a patch to search for just the programmable block.
pro100tv 20 Nov, 2020 @ 12:48pm 
Thank you. I would greatly appreciate such patch!
Whiplash141  [developer] 20 Nov, 2020 @ 1:32pm 
Originally posted by pro100tv:
Thank you. I would greatly appreciate such patch!
Version 1.5.2 has this functionality now.
pro100tv 20 Nov, 2020 @ 4:36pm 
Copy! Thank you!
pro100tv 21 Nov, 2020 @ 8:59am 
I've tested it with the same missiles and it works excellent now. :steamhappy:
wikedsirnate 21 Nov, 2020 @ 2:21pm 
its abit difficult to get the screens set up with the missile locations. Maby a easier war?
or pre set up config to copy and paste?
Whiplash141  [developer] 21 Nov, 2020 @ 3:17pm 
Originally posted by wikedsirnate:
its abit difficult to get the screens set up with the missile locations. Maby a easier war?
or pre set up config to copy and paste?
This is simplest and most intuitive way I could think of And there is nothing stopping you from saving configs and reusing them :)

You can also draw it out if that helps.
I'm getting "Text Surfaces: 0" with correct setup (?). I tried spawning in the Komodo on a clean Creative world and just tried to add a single LCD to the "Missile Status" group and I can not get it to register with the script. Am I missing a step?
Last edited by The Breast Bekfast; 23 Nov, 2020 @ 6:04pm
Whiplash141  [developer] 23 Nov, 2020 @ 7:24pm 
Originally posted by F'jensen Lobotious:
I'm getting "Text Surfaces: 0" with correct setup (?). I tried spawning in the Komodo on a clean Creative world and just tried to add a single LCD to the "Missile Status" group and I can not get it to register with the script. Am I missing a step?
Recompile.
Originally posted by Whiplash141:
Originally posted by F'jensen Lobotious:
I'm getting "Text Surfaces: 0" with correct setup (?). I tried spawning in the Komodo on a clean Creative world and just tried to add a single LCD to the "Missile Status" group and I can not get it to register with the script. Am I missing a step?
Recompile.
Did that; forgot to mention. I followed your guide a few times and I also just tried to break and remake what was on the Komodo a few times. Existing gamesave, fresh save, etc. I really appreciate your help
Large/small grid doesn't matter. In fact I removed a Missile Status LCD on a premade ship and re-added the same LCD, in the same position, with the same name and added it to the pre-existing Missile Status group, recompiled the Program - Missile Status; it does not register, but the Missile Status LCDs are working on the premade ships when I load them in. Total nonsense; looks like I'm an edge case on this one.

EDIT: I'm a huge fan of your scripts and you're doing the community a great justice by working on them; I do not mean to sound persnickety about an LCD panel. Much love.
Last edited by The Breast Bekfast; 24 Nov, 2020 @ 4:50pm
Whiplash141  [developer] 24 Nov, 2020 @ 5:00pm 
Originally posted by F'jensen Lobotious:
Large/small grid doesn't matter. In fact I removed a Missile Status LCD on a premade ship and re-added the same LCD, in the same position, with the same name and added it to the pre-existing Missile Status group, recompiled the Program - Missile Status; it does not register, but the Missile Status LCDs are working on the premade ships when I load them in. Total nonsense; looks like I'm an edge case on this one.

EDIT: I'm a huge fan of your scripts and you're doing the community a great justice by working on them; I do not mean to sound persnickety about an LCD panel. Much love.
Name doesn't matter, it simply needs to be in a group named "Missile Status". No spaces before or after.
Last edited by Whiplash141; 24 Nov, 2020 @ 5:02pm
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